The impact of gender on mood, attitude and future preferences of children with intellectual disabilities towards full immersive virtual reality games

Authors

  • Δημήτρης Μαρινάκης University of Thessaly
  • Ευάγγελος Παπαδόπουλος Democritus University of Thrace
  • Ιωάννης Τσαμπαλάκης Democritus University of Thrace
  • Παναγιώτης Καπίδης Democritus University of Thrace
  • Νικόλαος Βερναδάκης Democritus University of Thrace
  • Αγγελική Συροπούλου Democritus University of Thrace
  • Μαρία Μπλαχάβα Democritus University of Thrace
  • Μαρία Γιαννούση Democritus University of Thrace

Abstract

The aim of this study was to determine the impact of gender on mood, attitude and future preferences of children with intellectual disabilities (ID) towards full immersive virtual reality games. Participants were thirty-three (n=33) students (16 boys and 17 girls), aged 9 to 10 years (M=9.58, SD=.502), who had been diagnosed with mild ID but had neither comorbidity nor mobility problems. Participants attended a 6-week motor skill program based on full immersive virtual environments (Playstation VR). As measuring instrument, a part of PMEAP questionnaire of Ho, Lwin, Sng & Yee (2017) was used, and specifically the factors: "mood", "attitude" and "future preferences" towards virtual reality games as they were adapted for the Greek public by Syropoulou, Amprasi, Karageorgopoulou & Giannousi (2018). The content of the factors involves 15 self-report questions on a 5-point Likert scale, ranged from “strongly disagree” (1) to “strongly agree” (5). The gender differences were evaluated by independent samples t-tests. Independent-samples t-test analyses indicated no significant differences between the two gender groups (boys, girls) in any of the three factors of the PMEAP questionnaire. In conclusion the participants, regardless of their gender, had a positive mood and attitude toward virtual reality games, showing a strong intention for future engagement with them.

References

Argus, G. R., Terry, P. C., Bramston, P., &Dinsdale, S. L. (2004). Measurement of mood in adolescents with intellectual disability. Research in Developmental Disabilities, 25 (6), 493-507. http://dx.doi.org/10.1016/j.ridd.2004.05.001

Baldominos, A., Saez, Y., & Pozo, C. (2015). An Approach to Physical Rehabilitation Using State-of-the-art Virtual Reality and Motion Tracking Technologies. Procedia Computer Science, 64, 10-16. http://dx.doi.org/10.1016/j.procs.2015.08.457

Bioulac, S., Lallemand, S., Rizzo, A., Philip, P., Fabrigoule, C., & Bouvard, M. (2012). Impact of time on task on ADHD patient’s performances in a virtual classroom. European Journal of Paediatric Neurology, 16(5), 514-521. http://dx.doi.org/10.1016/j.ejpn.2012.01.006

Chiang T. H. (2021). Investigating Effects of Interactive Virtual Reality Games and Gender on Immersion, Empathy and Behavior into Environmental Education. Frontiers in psychology, 12, 608407. https://doi.org/10.3389/fpsyg.2021.608407

Chumbley, J., & Griffiths, M. (2006). Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play. Cyber psychology & behavior, 9(3), 308-316.

de Oliveira Malaquias, F., & Malaquias, R. (2017). The role of virtual reality in the learning process of individuals with intellectual disabilities. Technology and Disability, 28(4), 133-138, http://dx.doi.org/10.3233/tad-160454

Donath, L., Rössler, R., & Faude, O. (2016). Effects of Virtual Reality Training (Exergaming) Compared to Alternative Exercise Training and Passive Control on Standing Balance and Functional Mobility in Healthy Community-Dwelling Seniors: A Meta-Analytical Review. Sports Medicine, 46(9), 1293-1309. http://dx.doi.org/10.1007/s40279-016-0485-1

Gatica-Rojas, V., Cartes-Velásquez, R., Guzmán-Muñoz, E., Méndez-Rebolledo, G., Soto-Poblete, A., Pacheco-Espinoza, A. C., Amigo-Mendoza C., Albornoz-Verdugo, M., E., & Elgueta-Cancino, E. (2017). Effectiveness of a Nintendo Wii balance board exercise programme on standing balance of children with cerebral palsy: A randomised clinical trial protocol. Contemporary Clinical Trials Communications, 6, 17–21. https://doi.org/10.1016/j.conctc.2017.02.008

Gelonch, O., Ribera, M., Codern-Bové, N., Ramos, S., Quintana, M., Chico, G., Cerulla, N., Lafarga, P., Radeva, P., & Garolera, M. (2019). Acceptability of a lifelogging wearable camera in older adults with mild cognitive impairment: a mixed-method study. BMC geriatrics, 19(1), 110. https://doi.org/10.1186/s12877-019-1132-0

Glegg, S. M., Holsti, L., Velikonja, D., Ansley, B., Brum, C., & Sartor, D. (2013). Factors influencing therapists' adoption of virtual reality for brain injury rehabilitation. Cyberpsychology, behavior and social networking, 16(5), 385–401. https://doi.org/10.1089/cyber.2013.1506

Ho, S., Lwin, M., Sng, J., & Yee, A. (2017). Escaping through exergames: Presence, enjoyment, and mood experience in predicting children's attitude toward exergames. Computers in Human Behavior, 72, 381-389. http://dx.doi.org/10.1016/j.chb.2017.03.001

Houwen, S., van der Putten, A., & Vlaskamp, C. (2014). A systematic review of the effects of motor interventions to improve motor, cognitive, and/or social functioning in people with severe or profound intellectual disabilities. Research in developmental disabilities, 35(9), 2093–2116. https://doi.org/10.1016/j.ridd.2014.05.006

Hsu, T. Y. (2016). Effects of Wii Fit balance game training on the balance ability of students with intellectual disabilities. Journal of Physical Therapy Science, (5), 1422-1426. http://dx.doi.org/10.1589/jpts.28.1422

Kizony R., Katz N., & Weiss P.L. (2003). Adapting an immersive virtual reality system for rehabilitation. The Journal of Visualization and Computer Animation, 14(5), 261-268. https://doi.org/10.1002/vis.323

King, M., Shields, N., Imms, C., Black, M., & Ardern, C. (2013). Participation of children with intellectual disability compared with typically developing children. Research in Developmental Disabilities, 34(5), 1854-1862. https://doi.org/10.1016/j.ridd.2013.02.029

Lam, J. W. K., Sit, C. H. P., & McManus, A. M. (2011). Play Pattern of Seated Video Game and Active “Exergame” Alternatives. Journal of Exercise Science and Fitness, 9(1), 24-30.

Lin, J., Lin, P., Lin, L., Chang, Y., Wu, S., & Wu, J. (2010). Physical activity and its determinants among adolescents with intellectual disabilities. Research in Developmental Disabilities, 31(1), 263-269. http://dx.doi.org/10.1016/j.ridd.2009.09.015

Lotan, M., Yalon-Chamovitz, S., & Weiss, P. (2009). Improving physical fitness of individuals with intellectual and developmental disability through a Virtual Reality Intervention Program. Research in Developmental Disabilities, 30(2), 229-239. http://dx.doi.org/10.1016/j.ridd.2008.03.005

Lotan, M., Yalon-Chamovitz, S., & Weiss, P. (2010). Virtual reality as means to improve physical fitness of individuals at a severe level of intellectual and developmental disability. Research in Developmental Disabilities, 31(4), 869-874. http://dx.doi.org/10.1016/j.ridd.2010.01.010

Page, Z., Barrington, S., Edwards, J., & Barnett, L. (2017). Do active video games benefit the motor skill development of non-typically developing children and adolescents: A systematic review. Journal of Science and Medicine in Sport. http://dx.doi.org/10.1016/j.jsams.2017.05.001

Pino, M., Boulay, M., Jouen, F., & Rigaud, A. S. (2015). "Are we ready for robots that care for us?" Attitudes and opinions of older adults toward socially assistive robots. Frontiers in aging neuroscience, 7, 141. http://dx.doi.org/10.3389/fnagi.2015.00141

Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A Motivational Model of Video Game Engagement. Review of General Psychology, 14(2), 154-166. https://doi.org/10.1037/a0019440

Reer, F., & Quandt, T. (2020). Digital games and well-being: An overview. Video games and well-being, 1-21. https://doi.org/10.1007/978-3-030-32770-5_1

Rizzo, A. A. & Kim, G. J. (2005). A SWOT analysis of the field of VR rehabilitation and therapy. Presence: Teleoperators and Virtual Environments, 14, 119–146. http://dx.doi.org/10.1162/1054746053967094

Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68-78.

Smits-Engelsman, B., Jelsma, L., & Ferguson, G. (2017). The effect of exergames on functional strength, anaerobic fitness, balance and agility in children with and without motor coordination difficulties living in low-income communities. Human Movement Science, 55, 327-337. http://dx.doi.org/10.1016/j.humov.2016.07.006

Syropoulou A., Amprasi E., Karageorgopoulou M., & Giannousi M. (2018). Children’s attitudes towards immersive virtual reality exergames: Validity and reliability of a psychometric questionnaire. PANR Journal, 393-401. https://www.panr.com.cy/?p=1707

Taylor, M. J., Taylor, D., Gamboa, P., Vlaev, I., & Darzi, A. (2016). Using Motion-Sensor Games to Encourage Physical Activity for Adults with Intellectual Disability. Studies in health technology and informatics, 220, 417–423.

Terry, P. C., Lane, A. M., & Fogarty, G. J. (2003). Construct validity of the POMS-A for use with adults. Psychology of Sport and Exercise, 4, 125–139. http://dx.doi.org/10.1016/S1469-0292(01)00035-8

Terry, P. C., Lane, A. M., Lane, H. J., & Keohane, L. (1999). Development and validation of a mood measure for adolescents. Journal of Sports Sciences, 17, 861–872. http://dx.doi.org/10.1080/026404199365425

Wu, Y. H., Wrobel, J., Cornuet, M., Kerhervé, H., Damnée, S., & Rigaud, A. S. (2014). Acceptance of an assistive robot in older adults: a mixed-method study of human-robot interaction over a 1-month period in the Living Lab setting. Clinical interventions in aging, 9, 801–811. http://dx.doi.org/10.2147/CIA.S56435

Yalon-Chamovitz, S. & Weiss, P. (2008). Virtual reality as a leisure activity for young adults with physical and intellectual disabilities. Research In Developmental Disabilities, 29(3), 273-287. http://dx.doi.org/10.1016/j.ridd.2007.05.004

Published

2023-04-09

How to Cite

Μαρινάκης Δ., Παπαδόπουλος Ε., Τσαμπαλάκης Ι., Καπίδης Π., Βερναδάκης Ν., Συροπούλου Α., Μπλαχάβα Μ., & Γιαννούση Μ. (2023). The impact of gender on mood, attitude and future preferences of children with intellectual disabilities towards full immersive virtual reality games. Exercise and Society, 1. Retrieved from http://ojs.staff.duth.gr/ojs/index.php/ExSoc/article/view/472

Issue

Section

Education, Didactic and Sports Phsychology